Posted by BiggieB on 2009-01-12 13:21:38
the dwarf playbook is very simple:
On defence: form Phalanx, advance 1 step at the time
On offence: form Phalanx, advance 1 step at the time
Posted by treborius on 2009-01-12 13:22:27
give 1 of your Runners Tackle - I've found it invaluable on defense - while a lot of coaches seem to say that there's enough tackle on Dwarfs already, I think it's invaluable for the only fast-moving players (MA=6) to have Tackle (after Block) - that way you can afford to keep only 1 Runner back on Defense as long as you can get 1 assist for a 2d-Blitz on any Catcher, Gutter-Runner, etc. that breaks throug your lines...
...of course a lot of agile teams break through with more than just 1 player, but then you'll even be happier about a MA=6, Tackle - player ;)
I've also found it hard to coach Dwarf when facing a lot of Orcs - Orcs are tougher (usually 10 or even 11 players with AV9 and 1 regeneration vs. 5 or 6 x AV9 + Thick-Skull), quite a bit stronger (4xST=4 + 1xST=5), quite a bit faster (4 x MA=6 vs. 2 x MA=6 and MA=5 on all Linemen) and actually come with out-of-the-box passing-skills.
When they stacked up a lot of Block (on BoBs and Linemen) and Guard / MB / etc. (on Blitzers) they're really hard to handle, so sometimes when 1 of my Linemen is holding up a BoB, I even start doing -2d Blocks towards the end of my turn (esp. vs. non-Block-BoBs) - quite regularly I manage to push them back into another Longbeard's tackle-zone and can use the blocking Longbeard elsewhere on next turn.
Posted by Rijssiej on 2009-01-12 13:58:50
treborius: How can you field a full dwarf team with only 5 or 6 x AV9?
Posted by treborius on 2009-01-12 14:18:22
sorry, last Dwarf games is a while back - forgot Blitzers had AV9, as well...
...of course it's supposed to read: 7 or 8 x AV9 ;-)
...thx, Rijssiej
Posted by westerner on 2009-01-12 16:01:00
Thoughts on [B] Dorfs:
-I like Mighty Blow before Guard on slayers. They're your hitters and get 2 shots to knock down an opponent. Whereas Guard encourages them to get hit which isn't their strength.
-Discard some rerolls. Dorfs don't need 6 and they cost 4TS each.
-Get a DP.
-Cage as (not more than) needed to keep the ball safe. Sometimes it means a full X-formation cage, sometimes it means comitting more forces to the blockwar.
-Positioning of Guards is key to winning the blockwar. Generally try to get your Guards covering as many enemy players as you can. Whereas the non-Guards should stay on the outside of formations.
Posted by screech on 2009-01-12 23:18:26
2 things I can add off the top of my head
1) On defense never overcommit all your players to 1 side, because a good coach will take advantage of your lack of speed and switch sides leaving you in the dust.
2) Strip ball on runers is great. I usually get it as their second normal skill (after block of course). It allows you to keep a runner back as a safety, with 66% chance of popping the ball free on a 1d block.
Posted by Catalyst32 on 2009-01-13 03:52:01
Get STAND FIRM on all the Longbeards you can on DOUBLES rolls.
AND Look up some OLD STYLE American Football formations and plays. I suggest the "T-Formation" and the "Single Wing".
They won't translate EXACTLY into Blood Bowl. But that can educate you on some BASIC blocking (read HOLE OPENING) techniques.
From turn to turn you can advance while shifting into and out of these 2 basic formations. "T-Formation" looks alot like standard CAGING. And the "Single Wing" is a look you might have during a lateral move across the pitch.
Another Offense to consider looking at is the "Wishbone".
It also looks similar to standard CAGING.
Posted by westerner on 2009-01-13 16:05:37
Aye on Stand Firm. SF + Guard = Goodness. Even a Longbeard can Dodge with SF.